>What were your favorite moments of the game?
The intro was really cool! The art has a really tangible-feeling quality to it which I think is really strong, and the theming is interesting. I’m not sure if there are more enemies than the bat, but the moment it appeared was really interesting too.
Also, I think crawling works really well as a mechanic! It helped feel like I’m exploring this out of the way place, going through crawlspaces and so on, and it adds a lot of depth to things like avoiding enemies.
>Where do you see room for improvement?
I think the big thing is it’s kind of unclear where you can go sometimes. In level two after you get the syringe, the way the rock appears made it seem like (to me) it was supposed to act as a floor for the entire thing; I didn’t realize at first you could drop down there. The exit to the next level being bright red made me think “don’t go there!!” at first, too.
Also, I might be wrong but it seems like there’s no disadvantage to crawling? You stay at the same speed and can jump just as far, but your hitbox is smaller. Just adding a drawback would help with that! I ended up just crawling the entire time.
Also, just adding an icon and proper name woulda been nice! It makes the game feel so much more polished and really doesn’t take long to do.
>When did you stop playing and why?
I think midway through level 3? I had to pause for a second and accidentally hit escape when I got back, so I lost my progress.
>What was confusing or intuitive about the interface or controls?
I personally prefer using wasd to arrow keys so ideally I would have liked that option, but I thought the controls were intuitive.
>What was confusing or intuitive about the game mechanics?
With the things you pick up being so specific, I felt like they should have some kind of effect on me? (Maybe they do had I gotten farther), so them just sort of not doing anything felt strange to me. The crawling felt super intuitive though, and water = bad was nicely consistent and visually readable.
>What was frustrating or imaginative about the visual art, or sound design?
The colliders on some of the platforms were a bit hard to judge, but the art was really neat otherwise.
>Do you have any other feedback that you would like the designer to hear?
The concept and mood in this game were really rich! I was curious about the backstory, and I thought the art all around was really effective visually, even if sometimes a bit frustrating mechanically. The way the crawling worked into some of the puzzles was really novel and interesting too.